RazorBlade
Retired Snek
I am willing to pay for this
In case you didn't see the thread, or if you don't support vapus, which I understand, this is my idea (I added some since the thread anyways)
I'm looking into a system that uses custom jewels (probably custom sprites which I will make) to upgrade items, specifically armor and weapon type items. When I refer to armor types, I mean all of them. helmet, armor, legs, boots and shield. amulets, rings, backpacks and any other item are not included.
I haven't thought of any names yet, but:
Jewel1 = random amount of extra attack or extra defense on weapons between 1 and 5 (attribute is random between those two also), also should have a limit of 3 uses of jewel1 per item
Jewel2 = adds extra hp or mana to item (could be armor or weapon types) amount of hp/mana and whether it chooses hp or mana to add is all random and values should be between 25 and 200 (limit of 5 jewel2 uses per item)
Jewel3 = adds random amount of magic level to the item between 1 and 3 (limit of 3 jewel3 uses per item)
Jewel4 = increases attack and defense of weapons and increases armor of armors and defense of shields by a set amount per use (3 attack and defense per use, 3 armor per use, 3 defense per use) with a limit of +10 per item (when an item is upgraded each time, it should add the text +1, +2, +3 to the item, for example: You see a fire sword +3 (atk: x def: y extraatk: z extradef: w) and then the weight, description, etc. as normal. The +3 means it has been upgraded with jewel4 3 times.) an addition is that if the item is +6, using another jewel can make it go to +7, make it go down to +5 (also removing 3 of each applicable attribute when going down) or make it go back to +0 (no jewel4 upgrades will remain) and it will remove 3 applicable attributes per level it goes down (so it goes back to normal values) and lastly, when it reaches +7 it becomes more difficult (more rare) to get it up more and there is a larger chance of failing (if it's +7 or higher and fails, it goes to +0 by default) it can be used any number of times but only up to +10 and if it goes below +10 after that, it can be used again till +10 again
Jewel5 = increases or decreases attack speed by 50 (increase/decrease decision is random) and can be used 3 times per item (even if it decreases more than increases, for risk of making items worse)
Jewel6 = 5-15% chance (randomly generated chance between 5 and 15) to make the item become a "flawless" item. this will add ALL applicable attributes that jewels1-3 and 5 add [will not be affected by the stuff in jewel4], with random values still)
also, it will change the article of the item from "a/an/the" to "a flawless". Example:
You see a fire sword. Bla bla bla.
You see an arbalest. Bla bla bla.
You see the avenger. Bla bla bla.
and
You see a flawless fire sword. Bla bla bla.
You see a flawless arbalest. Bla bla bla.
You see a flawless avenger. Bla bla bla.
Jewel7 has the ability to add a random amount of elemental resistance or weakness between 1 and 4% to armors/shields (example: +4% ice, -2% fire, -1% earth, etc.) and should include all main elements (physical, earth, fire, energy, ice, death, holy) where element and whether or not it gains resistance or weakness is random also. If used on a weapon, it will increase earth, fire, energy, ice, death or holy damage (not physical, as that would just be silly) randomly by a random number between 1 and 4% also.
I may think of more ideas later. I hope all this is possible, as I would love to have this system in my server. Efficiency is not a huge issue, so if it takes A LOT of code, that's perfectly fine. Actions, creaturescripts, movements, whatever it takes to make it. I'm okay with making source edits if needed, also.
In case you didn't see the thread, or if you don't support vapus, which I understand, this is my idea (I added some since the thread anyways)
I'm looking into a system that uses custom jewels (probably custom sprites which I will make) to upgrade items, specifically armor and weapon type items. When I refer to armor types, I mean all of them. helmet, armor, legs, boots and shield. amulets, rings, backpacks and any other item are not included.
I haven't thought of any names yet, but:
Jewel1 = random amount of extra attack or extra defense on weapons between 1 and 5 (attribute is random between those two also), also should have a limit of 3 uses of jewel1 per item
Jewel2 = adds extra hp or mana to item (could be armor or weapon types) amount of hp/mana and whether it chooses hp or mana to add is all random and values should be between 25 and 200 (limit of 5 jewel2 uses per item)
Jewel3 = adds random amount of magic level to the item between 1 and 3 (limit of 3 jewel3 uses per item)
Jewel4 = increases attack and defense of weapons and increases armor of armors and defense of shields by a set amount per use (3 attack and defense per use, 3 armor per use, 3 defense per use) with a limit of +10 per item (when an item is upgraded each time, it should add the text +1, +2, +3 to the item, for example: You see a fire sword +3 (atk: x def: y extraatk: z extradef: w) and then the weight, description, etc. as normal. The +3 means it has been upgraded with jewel4 3 times.) an addition is that if the item is +6, using another jewel can make it go to +7, make it go down to +5 (also removing 3 of each applicable attribute when going down) or make it go back to +0 (no jewel4 upgrades will remain) and it will remove 3 applicable attributes per level it goes down (so it goes back to normal values) and lastly, when it reaches +7 it becomes more difficult (more rare) to get it up more and there is a larger chance of failing (if it's +7 or higher and fails, it goes to +0 by default) it can be used any number of times but only up to +10 and if it goes below +10 after that, it can be used again till +10 again
Jewel5 = increases or decreases attack speed by 50 (increase/decrease decision is random) and can be used 3 times per item (even if it decreases more than increases, for risk of making items worse)
Jewel6 = 5-15% chance (randomly generated chance between 5 and 15) to make the item become a "flawless" item. this will add ALL applicable attributes that jewels1-3 and 5 add [will not be affected by the stuff in jewel4], with random values still)
also, it will change the article of the item from "a/an/the" to "a flawless". Example:
You see a fire sword. Bla bla bla.
You see an arbalest. Bla bla bla.
You see the avenger. Bla bla bla.
and
You see a flawless fire sword. Bla bla bla.
You see a flawless arbalest. Bla bla bla.
You see a flawless avenger. Bla bla bla.
Jewel7 has the ability to add a random amount of elemental resistance or weakness between 1 and 4% to armors/shields (example: +4% ice, -2% fire, -1% earth, etc.) and should include all main elements (physical, earth, fire, energy, ice, death, holy) where element and whether or not it gains resistance or weakness is random also. If used on a weapon, it will increase earth, fire, energy, ice, death or holy damage (not physical, as that would just be silly) randomly by a random number between 1 and 4% also.
I may think of more ideas later. I hope all this is possible, as I would love to have this system in my server. Efficiency is not a huge issue, so if it takes A LOT of code, that's perfectly fine. Actions, creaturescripts, movements, whatever it takes to make it. I'm okay with making source edits if needed, also.
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